shithub: choc

ref: 479d7ded6db85c364940e5e77966746224318f20
dir: /src/i_sound.c/

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// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id: i_sound.c 39 2005-08-04 21:48:32Z fraggle $
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
// $Log$
// Revision 1.6  2005/08/04 21:48:32  fraggle
// Turn on compiler optimisation and warning options
// Add SDL_mixer sound code
//
// Revision 1.5  2005/07/23 21:32:47  fraggle
// Add missing errno.h, fix crash on startup when no IWAD present
//
// Revision 1.4  2005/07/23 19:17:11  fraggle
// Use ANSI-standard limit constants.  Remove LINUX define.
//
// Revision 1.3  2005/07/23 17:21:35  fraggle
// Remove step table (unused, adds dependency on pow function)
//
// Revision 1.2  2005/07/23 16:44:55  fraggle
// Update copyright to GNU GPL
//
// Revision 1.1.1.1  2005/07/23 16:20:46  fraggle
// Initial import
//
//
// DESCRIPTION:
//	System interface for sound.
//
//-----------------------------------------------------------------------------

static const char
rcsid[] = "$Id: i_sound.c 39 2005-08-04 21:48:32Z fraggle $";

#include <stdio.h>
#include <stdlib.h>
#include <SDL.h>
#include <SDL_mixer.h>

#include "z_zone.h"

#include "i_system.h"
#include "i_sound.h"
#include "m_argv.h"
#include "m_misc.h"
#include "m_swap.h"
#include "w_wad.h"

#include "doomdef.h"

#define NUM_CHANNELS		8

static int sound_initialised = 0;
static Mix_Chunk sound_chunks[NUMSFX];

static byte *expand_sound_data(byte *data, int samplerate, int length)
{
    byte *result = data;
    int i;

    if (samplerate == 11025)
    {
        // need to expand to 2 channels, and expand 8 bit samples to 16 bits

        result = Z_Malloc(length * 4, PU_STATIC, NULL);

        for (i=0; i<length; ++i)
        {
            result[i * 4] = result[i * 4 + 1] 
              = result[i * 4 + 2] = result[i * 4 + 3] = data[i];
        }
    }
    else if (samplerate == 22050)
    {
        // need to expand to 2 channels (sample rate is already correct)

        result = Z_Malloc(length * 2, PU_STATIC, NULL);

        for (i=0; i<length / 2; ++i)
        {
            result[i * 4] = result[i * 4 + 2] = data[i * 2];
            result[i * 4 + 1] = result[i * 4 + 3] = data[i * 2 + 1];
        }
    }
    else
    {
        I_Error("Unsupported sample rate %i", samplerate);
    }

    return result;
}

static Mix_Chunk *getsfx(int sound)
{
    if (sound_chunks[sound].abuf == NULL)
    {
        int lumpnum;
        int samplerate;
        int length;
        byte *data;

        // need to load the sound

        lumpnum = I_GetSfxLumpNum(&S_sfx[sound]);
        data = W_CacheLumpNum(lumpnum, PU_STATIC);

        samplerate = (data[3] << 8) | data[2];
        length = (data[5] << 8) | data[4];

        sound_chunks[sound].allocated = 1;
        sound_chunks[sound].abuf = expand_sound_data(data + 8, samplerate, length);
        sound_chunks[sound].alen = (length * 2 * 22050) / samplerate;
        sound_chunks[sound].volume = 128;
    }

    return &sound_chunks[sound];
}

//
// SFX API
// Note: this was called by S_Init.
// However, whatever they did in the
// old DPMS based DOS version, this
// were simply dummies in the Linux
// version.
// See soundserver initdata().
//
void I_SetChannels()
{
}	

 
void I_SetSfxVolume(int volume)
{
  // Identical to DOS.
  // Basically, this should propagate
  //  the menu/config file setting
  //  to the state variable used in
  //  the mixing.
  snd_SfxVolume = volume;
}

// MUSIC API - dummy. Some code from DOS version.
void I_SetMusicVolume(int volume)
{
  // Internal state variable.
  snd_MusicVolume = volume;
  // Now set volume on output device.
  // Whatever( snd_MusciVolume );
}


//
// Retrieve the raw data lump index
//  for a given SFX name.
//
int I_GetSfxLumpNum(sfxinfo_t* sfx)
{
    char namebuf[9];
    sprintf(namebuf, "ds%s", sfx->name);
    return W_GetNumForName(namebuf);
}

//
// Starting a sound means adding it
//  to the current list of active sounds
//  in the internal channels.
// As the SFX info struct contains
//  e.g. a pointer to the raw data,
//  it is ignored.
// As our sound handling does not handle
//  priority, it is ignored.
// Pitching (that is, increased speed of playback)
//  is set, but currently not used by mixing.
//
int
I_StartSound
( int		id,
  int		vol,
  int		sep,
  int		pitch,
  int		priority )
{
    Mix_Chunk *chunk = getsfx(id);
    int channel;

    channel = Mix_PlayChannelTimed(-1, chunk, 0, -1);

    I_UpdateSoundParams(channel, vol, sep, pitch);

    return channel;
}



void I_StopSound (int handle)
{
    Mix_HaltChannel(handle);
}


int I_SoundIsPlaying(int handle)
{
    return Mix_Playing(handle);
}




//
// This function loops all active (internal) sound
//  channels, retrieves a given number of samples
//  from the raw sound data, modifies it according
//  to the current (internal) channel parameters,
//  mixes the per channel samples into the global
//  mixbuffer, clamping it to the allowed range,
//  and sets up everything for transferring the
//  contents of the mixbuffer to the (two)
//  hardware channels (left and right, that is).
//
// This function currently supports only 16bit.
//
void I_UpdateSound( void )
{
}


// 
// This would be used to write out the mixbuffer
//  during each game loop update.
// Updates sound buffer and audio device at runtime. 
// It is called during Timer interrupt with SNDINTR.
// Mixing now done synchronous, and
//  only output be done asynchronous?
//
void
I_SubmitSound(void)
{
}



void
I_UpdateSoundParams
( int	handle,
  int	vol,
  int	sep,
  int	pitch)
{
    Mix_SetPanning(handle, 
                   ((254 - sep) * vol) / 8, 
                   ((sep) * vol) / 8);
}




void I_ShutdownSound(void)
{    
    if (!sound_initialised)
        return;

    Mix_CloseAudio();
    SDL_QuitSubSystem(SDL_INIT_AUDIO);
}






void
I_InitSound()
{ 
    if (SDL_Init(SDL_INIT_AUDIO) < 0)
    {
        printf("Unable to set up sound.\n");
        return;
    }

    if (Mix_OpenAudio(22050, AUDIO_U8, 2, 1024) < 0)
    {
        printf("Error initialising SDL_mixer: %s\n", SDL_GetError());
    }
    
    sound_initialised = 1;

    SDL_PauseAudio(0);

    printf("sound started.\n");
}




//
// MUSIC API.
// Still no music done.
// Remains. Dummies.
//
void I_InitMusic(void)		{ }
void I_ShutdownMusic(void)	{ }

static int	looping=0;
static int	musicdies=-1;

void I_PlaySong(int handle, int looping)
{
  // UNUSED.
  handle = looping = 0;
  musicdies = gametic + TICRATE*30;
}

void I_PauseSong (int handle)
{
  // UNUSED.
  handle = 0;
}

void I_ResumeSong (int handle)
{
  // UNUSED.
  handle = 0;
}

void I_StopSong(int handle)
{
  // UNUSED.
  handle = 0;
  
  looping = 0;
  musicdies = 0;
}

void I_UnRegisterSong(int handle)
{
  // UNUSED.
  handle = 0;
}

int I_RegisterSong(void* data)
{
  // UNUSED.
  data = NULL;
  
  return 1;
}

// Is the song playing?
int I_QrySongPlaying(int handle)
{
  // UNUSED.
  handle = 0;
  return looping || musicdies > gametic;
}